/**********************************************************************
Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
********************************************************************/
#ifndef RENDERER_H
#define RENDERER_H

#include "math/mathutils.h"

class Scene;

class Output
{
public:
    Output(int w, int h)
    : width_(w)
    , height_(h)
    {
    }
    
    virtual ~Output(){}
    virtual void GetData(FireRays::float3* data) const = 0;
    
    int width() const { return width_; }
    int height() const { return height_; }
    
private:
    int width_;
    int height_;
};

///< Renderer interface
class Renderer
{
public:
    // Destructor
    virtual ~Renderer(){}
    
    // Create output
    virtual Output* CreateOutput(int w, int h) = 0;
    
    // Delete output
    virtual void DeleteOutput(Output* output) = 0;
    
    // Clear output
    virtual void Clear(FireRays::float3 const& val, Output& output) = 0;
    
    // Do necessary precalculation and initialization
    virtual void Preprocess(Scene const& scene) = 0;
    
    // Render the scene into the output
    virtual void Render(Scene const& scene) = 0;

    // Render the scene occlusion into the output
    virtual void RenderAmbientOcclusion(Scene const& scene, float radius) = 0;
    
    // Set output
    virtual void SetOutput(Output* output) = 0;
};


#endif // RENDERER_H
